Actually, the floating up and delay between switching is inteded. It's supposed to give the player some time to evaluate their current situation, and also give some height in some sections. Thanks for playing! :D
ThePenguinPrince
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Apparently I didn't get it right once again. I'd made a platformer for a previous game jam and there I left basically no room to even try the abilites. Here, I just left too little room for trial and error. The only room I inteded to leave was the first two spike pit clears, as they should demand nothing but a bit of momentum and the dash, but I should've left more. Next time I'll try to introduce new abilities slower. Thank you so much for your feedback!
Thank you for your feedback! Which section did you find difficult, for example? I thought the hardest part of the game was figuring out what to do, not how to do it. But the developer knows how to beat their own stages, so if I failed to communicate how you could beat the stages, then I can see it being too difficult.
Unfortunately, I got softlocked near the end, no matter where I went, nothing happened, and I couldn't switch characters. Also, I found the text speed to be a bit too fast for me to read, and the capitalisation also made it hard for me to understand. I also noticed some sprite tearing/bleeding when playing. The character hitboxes were a bit janky, sometimes I was floating above gaps and I couldn't go down. The jumping also felt a bit unresponsive. But don't let this criticism discourage you, for a 2-3 day game, this is amazing. I really liked the concept, the charming story, the art, and the music. The sprites and lights looked really good. The music was really wonderous and and helped immersion. Keep it up! :)
Actually, I made a 1-minute-long song, but accidentally ended up exporting only a single pattern from the song. I didn't notice I did that until after the submission time ended. I ended up liking this single pattern anyway because it fit the theme, but I laughed really hard when I noticed this messup. Thanks for playing :D
Yes, game jams are really tough with their tight time constraints. Especially when working alone, it's incredibly difficult to get everything done. The only reason I expected a second ending was because it's a huge tradition in these types of adventure 2D horror games. There are usually lots of endings based on the items you have, or things you have to backtrack to. But one ending for a game made in 2-3 days is great. And the animation for that ending was really cool as well, so I liked it a lot. (A chase sequence for true ending would've been insane, though, if you add that post-jam, that's going to be epic.)
Yes, submission errors occur on game jams all the time, apparently this time you were part of the unlucky few whose computers just give up on life 1 hour before the deadline.
About the keyboard: wow, that's really cool. I didn't know the French keyboard was this unique. I can now see why the controls didn't work. It's okay, though, arrow keys work just fine.
One funny thing about the controls, though: I always reach for WASD first, that's how I control games by default. And only D and S worked (I mixed it up in my original comment), so I could only go down and right. So I assumed I'd have to go to the bottom door by default (because I couldn't go anywhere else). When I got there and it said "it's locked" and I was stuck in the corner, I was kind of stunned, thinking "okay, did I just softlock the game somehow?". Then, I realised I could just use the arrow keys and that was kinda funny to me.
**SPOILERS, PLAY THE GAME FIRST**
Okay, there are several things I can say about this one.
First of all, holy f*ck. Did not expect horror. The first two jumpscares are genius. The presentation is S tier, I almost cannot believe you did this alone in three days. Felt really tense and immersed all the way through, especially with the limited lighting and the ambient sounds.
Secondly, the downwards door in the first room is such a tease. Could've been a second ending, especially with how you could walk back to the previous rooms (which you shouldn't be able to do unless there is more stuff to do in the prior rooms). Is there only one ending? I liked that ending, but that door really threw me off with how it was implemented.
Third, the submission itself. I will not be able to give this game a good review with a good taste in my mouth, because the way it was uploaded broke the most essential rule of a game jam: no submissions after the deadline. You should submit it in time and double check whether your upload was correct or not. I'm really sorry, but you'll get it right next time!
Small afternote: it was weird how from the WASD keys only A and D worked, but the arrow keys worked fine. I guess it was a small error, it didn't make the game any less playable.
Overall, I'm really bummed about the failed submission, because this is one of the best games I've played this entire jam. Amazing work, and I'm really looking forward to your work in the future. (Also, you were able to make me sit through a horror game, huge props, I'm a scaredy cat :D )
Thanks for playing :D
Yes, unfortunately, you can softlock yourself super easily in "Brickout", that's why I added the "backspace to exit" mechanic, which is written in the description. The main goal of the game was the aesthetics and the jokes, the minigames were just a small bonus to maximize immersion.
I don't even know where to start with this one. Firstly, that intro was incredible. A poem, beautiful art, and great music. Presentation is S tier. It took me a lot of time to get used to the main mechanic, but once that happened, one of the most fun games I've played this jam. I did find quite a few grammatical errors and typos in the game, but that didn't affect my enjoyment of it. One question: is the third wave infinite? Does it have an end? I stopped after getting ~120 score.
Overall, amazing job. For a game made in 2-3 days, this is outstanding.
Fun game! The feedback was top-notch, and simple sprites with post-processing always look amazing. I found that after some time I had more fun shooting every bullet through a portal, and then just pushing the bullet towards the enemy with my character, than shooting them directly. The game would've been even better if it got harder and more hectic over time, but as I've read, you had very little time for the mechanics. One nitpick: I think the screen shake was a bit much at times, especially with a lot of projectiles. Once again, well done! :)
Great game! The "gladiator ring" style was super charming, the sprite work was excellent, I didn't encounter any bugs, and the music was amazing. However, as someone elso also mentioned, the game seriously lacks feedback. Sound effects are super important when it comes to making a game fun. Every click on the UI, every enemy killed, every sword swung has to have a sound in order to immerse the player. You could give a player a "mighty destroyer of worlds" gun which kills everything in one hit, but without the proper sound effect, even that would feel weak. Screen shake is also a great tool to achieve a similar effect. Also, some leeway on the bow would've gone a long way in order to make the bow fighting the best it can be, but it was fun when I started getting used to it. I died at the final boss once but it was really well-designed and it was fun. The ending was cute as well.
Here are some useful resources in order to improve your future games:
I had a blast playing this game. For some reason the cover art and screenshots really hooked me in, and the pixelart was simply beautiful. The music was really vibe and the sound design was on-point. The room mechanic, movement and progression at the beginning were all very solid. The intro at the beginning was also quite smooth and really hyped me up for what's to come.
I have a bit of criticism as well. Firstly, sometimes the building mode felt janky. The fact that it makes you exit building mode after placing a structure, but not after destroying a wall, and also freezing time while building mode is active were all quite unintuative. A description would've also been appreciated: I had no idea what the last three structures did (except the final one which made me win). Also, after the coin multiplicator machine, the game became very easy. I placed like 10 on screen and I didn't have to worry about money ever again. As a last nitpick, I didn't realise there was a money cap, so near the beginning I sold everything to restructure and only noticed later how I got only a portion of the money back. (This could be fixed by changing the money from "50 coins" to "50/100 coins".)
Overall, for a game made in 2-3 days, this is terrific. Great job for everyone who worked on it, and I'd love to see a more polished version (with building mode improvements, item descriptions, a more linear difficulty curve) released one day. Keep up the great work! :)
Terrific game, and a great take on the theme! The art is lovely and the basic game idea is super fun as well. The tip to play the first few levels with a screenshot on hand was a neat idea, too, I would've gotten really discouraged without that. The music and sound design were cool, and the "transition effect" and presentation were excellent. (Although it was a bit uncomfortable to read the help text ingame, not sure why.)
As others have said, I, too, would've been really happy to have the game tell me what I got wrong, but it's no big deal.
Also, the folder name in the downloadable version ("ForFuckSakeIWannaSleep_windows") is super relatable ;)
Overall, an excellent take on the theme. The player gets to know a single room by heart in order to "git gud" at the game.
Thank you for your feedback! If I may ask a question, could you dodge the arrow trap by running inside its range and then running the opposite way? Or did one trap fire multiple times? I'm asking this because it only fires once for me, but one playtester claimed it kept on shooting multiple times. Also, the first spike gap should be dashed across. I put this in the description, but it's painfully missing from the game itself.
Thank you for your feedback. Yes, most jumps are really precise (although to call them pixel perfect is a bit of a stretch I think). The trick is to take a step back before making the jumps, then lightly tap the direction key, then you'll land just fine. One thing I didn't have time to finish was that on the first dash jump above the spikes, it seems as if you have to jump between the spikes and not over them, but that is not the case.
I really liked this top-down 3D style. It reminded me of the old flash game series "Gateway", especially the robots. That series is something I hold really close to my heart, so the style felt very cool to me. Unfortunately, some bugs hindered my progress and one even softlocked me very early on, where P1 would just flop over and die and never respawn, and P2 couldn't walk out of the exit door despite that being there. A reset key maybe could've been a good idea. Also, putting any action on "control" while making a browser game doesn't seem like a good idea. I kept bookmarking the page and exiting because those key combos are bound to ctrl, haha. Lastly, the music choice was excellent and the sound design was also great. I'd love to see this game polished and updated once the rating period ends.
I originally wanted to make a minigame collection as well, but I didn't have any ideas for it. But you guys actually made it work, and it was really fun. Excellent music choice and audio design, I vibed through the entire thing. The style and presentation were also super charming and I really dug it. One small thing: when dying on the shooting minigame the game softlocked and didn't take away any hearts but froze in place instead. And on the car minigame, I didn't realise I could cross the double lines at first, so I just assumed the spawning was bugged. Maybe you could've made all lines equal to make it clear you can cross it. But all in all, cute little game, especially for the tight time period. Keep it up :)
I loved everything about this game, however, I did notice a few issues.
1: The time speedup worked really awkwardly. It sped up Time.timeScale itself, not just the aging process. This led me to fly off the edge numerous times.
2: The game seemed laggier the more I played it, to the point of around 10 frames per second, but this may have been an issue on my end. After a refresh it worked fine.
3: The (spoiler) heaven snot seemed a bit random.
Other than these, this was a wonderful, cute and fun game! Well done :)